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  • Walker™
    Walker™

    rFactor 2: rilasciato aggiornamento Q2 2023 e DLC

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    Con largo anticipo rispetto alle previsioni Studio 397 ha rilasciato il secondo major update dell'anno con il relativo DLC, la già annunciata Formula E Gen 3.

    La ciliegina sulla torta è ovviamente la ABB FIA Formula E Gen 3: con una velocità di punta di 322 km/h è la monoposto elettrica più veloce al momento. Il suo design inoltre porta l'efficienza energetica al 95%, con un motore elettrico capace di erogare fino a 350 kW, l'equivalente di 480 cavalli.
    La vettura è disponibile singolarmente al prezzo di 4,99€ o come parte del Formula E Pack che include anche i 6 tracciati Formula E al prezzo di 25€.

    Con l'arrivo della Gen 3 torna anche la competizione esport ufficiale, il Formula E Accelerate: a partire da quest'anno l'evento non è a inviti, ma ogni simdriver potrà guadagnarsi un posto in griglia. I primi due round (Roma e Berlino) avranno una fase di qualificazione dove i migliori 88 passeranno alle tre gare di qualificazione. I migliori 22 avranno accesso quindi al round vero e proprio. I migliori 11 di questi due round verranno invitati a Londra per la gara finale al London ExCel, sede dell'ePrix londinese il 29 Luglio

    MicrosoftTeams-image-8-1.jpg

    Per quanto riguarda gli altri contenuti con questa build sono state aggiornate le 3 vetture storiche di Formula 1: la Brabham BT44, la McLaren M23 e la March 761 oltre a piccoli fix e tweak alla Dallara IR18 e alla Vanwall Vandervell LMH.

    rFactor-2rFactor2.exe-Screenshot-2023.04

    rFactor-2rFactor2.exe-Screenshot-2023.04

    Ecco di seguito il changelog completo:

    Quote

    General

    • Fixed assigned Screenshot button not working in UI in Retail
    • Fixed Photo Mode depth option not working
    • Linked Photo Mode Screenshot Format and Depth saving to player.json setting
    • Removed non functional copy to clipboard screenshot player.json setting
    • Disallow assigned Screenshot button in Photo Mode
    • Allowed toggling of showroom background in Retail (via key 1 or via button).
    • Added player.json setting “showroom background” for default state of rendering background.
    • Added Sideview UI showroom for taking screenshots of cars for icons.
    • Fixed UI resolution not setting correctly when switching from Windowed to Borderless in Game.
    • Fixed crash when changing resolution options in VR
    • Fixed intermittent crash when installing content

    CONFIGURATION APPLICATION

    • Updated Config file to save last used resolution and refresh rate rather than an enumeration of the used mode for more consistent handling of game resolution when adapters change.
    • Setup a VR specific config file. This file will copy from the default file on first run of VR.
    • Allowed the option to configure multiple files from the config application
    • Fixed various inconsistencies in config app where by changing adapter or monitor would lose any previous setting changes
    • Fixed windows version reporting in config app
    • Updated displaying of PC Specs to show only relevant information in config app
    • Removed various unused settings from config file

    Physics

    • Ensured that results files / ai report battery state when it’s the primary energy source
    • Various fixes for battery energy consumption

    Graphics

    • Updated Dashboard Elements Shader to use IBL Setup for better lighting
    • Added LowLumEmissive shader to replace old Dashboard usage on track assets (Start/Pit Lights etc) and in Car LEDs. The game will auto reassign these.
    • Updated Cockpit Readout format to allow offsets, to render multiple readouts to the same background
    • Added Cockpit Readout Icon format, which can render texture to background, with configurable number of elements, and options to change colours or uvw islands based on value, with options for Fuel, Battery, RPM, TC, TCActive, ABS, ABSLocked
    • Added various extra cockpit readouts: FuelLastLap, FuelFinishAverage, BatteryLastLap, BatteryFinishAverage, CurrentLap, Delta, TCSlip, TCCut, BatteryRegenLevel, ElectricMotorMap
    • Updated Moddev Tweak Bar displays for new options
    • Updated method for sharing if a rain light is active over network, to ensure better consistency when it is used to show in the pit lane, battery regen or due to the weather.
    • Enable rain light when battery is harvesting on throttle. Use CockpitInfo.ini params to configure:
    • RegenLightRequireThrottle=1/0 (requires higher throttle than brake)
    • RegenLightMinPowerWatts=15000 (requires 15kw regen to show the light)

    AI

    • Reworked AI throttle behaviour
    • Less overshooting, more controlled deceleration
    • Improved acceleration with less wheelspin
    • Improved corner exits
    • Eliminated even more sources of oscillation
    • Improved laptimes for certain vehicles
    • Pit speed limit won’t be overshot
    • Stop positions (grid, pit box) will no longer be overshot
    • Reworked AI reaction to other vehicles (road courses)
    • AI will now properly slipstream other vehicles
    • Overtaking occurs if AI can achieve overlap before the next corner, otherwise the AI will save fuel
    • Multiclass: Faster classes will no longer slow down when trying to overtake slower classes
    • Multiclass: Faster classes avoid overtaking unless they can get fully past before the apex
    • Multiclass: Faster classes will attempt to carry more momentum, and lift off early if no overtaking opportunity exists
    • AI will now be more cautious when other cars are around
    • AI can now use more of the space following other cars, for proper drafting behaviour
    • More cautious when yellow flags are ahead or under FCY
    • Player and other cars will no longer be rear ended unless a sudden unexpected lane change makes a reaction impossible
    • When cars ahead are in a fight, AI will now set up for an overtake on corner exit
    • AI won’t hesitate to go 3-wide if the situation allows for it, but will pull out before the next braking zone if an overtake seems too dangerous
    • Less incident prone with large grids

    HUD

    • Updated Default HUD with multiple options for different element combinations
    • Added Battery State & Usage options, as well as LEDs for P2P and Battery
    • Fixed HUD only rendering one gauge correctly
    • Added Throttle, Brake and Clutch gauge options to HUD
    • Added ability to change text colour in MFD in HUDs

    UI

    • Added Battery Unit setting (Percent or kW(h))
    • Fixed multiplayer joining getting triggered again after changing graphics settings and restarting when joining with +connect
    • Package Management
    • Server now verifies that connected clients own the content they are using

    Modding

    • Map Converter Updates
    • Now checks for file updates every 500ms.
    • -f (force all textures to update) command will only run once and exit.
    • -o (once) command will only run once and exit
    • DDS files are only copied from source folder on first pass.
    • Improved output display with more information.
    • Mod Dev\Scene Viewer
    • Added extra lighting debug information for fog and direct light direction
    • Added toggling of shadow groups via shadow key (U) in scene viewer.
    • Only allow one instance of the Scene Viewer to be open at a time (fixes issues with accessing Material Editor when previous instance doesn’t exit for some reason).
    • Added missing Limit Path option to Static Cameras in Camera Editor
    • Material Editor Updates
    • Added ability to set blend modes per material
    • Added ability to set texture options for chroma and no detail reduction.

    Known issues

    • AI will fail to line up for FCY
    • Formation lap speeds are capped too low, so if the grid gets pulled too far apart, the back will fail to catch up in time
    • AI aren’t particularly good at evading cars parked on track and will slow down considerably, sometimes just lining up behind them
    • AI behaves badly when there is a large performance delta between cars
    • Auto Shifting on the FE Gen 3 will not shift out of neutral

    BRANDS HATCH V1.05

    • Fixed Rear Paddock Garage 8 no 3 not leaving pits on Indy Layout.

    CROFT V1.07

    • Minor cut corridors adjustments
    • Minor adjustment to ai at pit exit
    • Fixed camera clipping

    SEBRING V1.59

    • Reviewed track limits at pit entry and pit exit

    BERLIN V1.37

    • FE 2023 Branding Updates
    • Track Limits Reviewed
    • Minor Terrain Gaps fixed

    HONG KONG V1.93

    • FE 2023 Branding Updates
    • Track Limits Reviewed

    LONDON FE V1.07

    • FE 2023 Branding Updates
    • Track Limits Reviewed

    NEW YORK FE V1.31

    • FE 2023 Branding Updates
    • Track Limits Reviewed
    • Minor AIW tweaks
    • Fixed start light casing not visible on lower detail settings
    • Fixed minor issues with Brake marker materails

    ROME FE V1.25

    • FE 2023 Branding Updates
    • Track Limits Reviewed
    • Minor AIW tweaks
    • Fixed inverted digital flag mapping

    SAUDI FE V1.15

    • FE 2023 Branding Updates
    • Track Limits Reviewed

    ELECTRIC DOCKS V2.38

    • Minor AIW tweaks
    • Fixed various LOD issues

    BRABHAM BT44 V2.64

    • General visual update
    • Updated backfire animation
    • Fixed drivers toes sticking out of car

    MCLAREN M23 V1.53

    • General visual update

    MARCH 761 V2.12

    • General visual update

    DALLARA IR18 V1.73

    • Stopped Push To Pass disabling when crossing start/finish line
    • Made it so Push To Pass could only be activated after the first lap of the race

    VANDERVELL VANWALL LMH V1.29

    • Less rear downforce
    • More front downfoce
    • More drag
    • Braking torque to match brake bias 60%
    • Updated body decals to 2023 version
    • Renamed tires, soft cold, soft hard. Same tires, but different operating windows
    • Medium tires are a little harder, and -1.5% grip
    • Tire grip and downforce adjusted to match real data
    • Removed tire warmers
    • Drag/Power adjusted to match real data
    • Lowered tire thermal degradation

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